Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 364241 times)

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Offline drejr

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #390 on: August 19, 2020, 04:09:18 PM »
Is the completion time for research projects not entirely visible or is it just a quirk of my screen?
 

Offline Erik L

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #391 on: August 19, 2020, 04:19:31 PM »
Is the completion time for research projects not entirely visible or is it just a quirk of my screen?

Change your date format from Wednesday August 19, 2020 to 8/19/2020 and that will fix it. (Or whatever your preferred short date format is).
 
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Offline kenlon

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #392 on: August 19, 2020, 05:24:55 PM »
I recommend you get AuroraMod, since it fixes things like that without having to change Windows settings.
 

Offline Stryker

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #393 on: August 19, 2020, 05:51:02 PM »
In VB6, in the ship design screen you could see what other vessels could also be built at the same shipyard.  I have not seen this in C#.  I know a shipyard can build multiple ships, but I can't tell which ones necessarily go together ahead of time.
 

Offline Iceranger

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #394 on: August 19, 2020, 05:55:34 PM »
In VB6, in the ship design screen you could see what other vessels could also be built at the same shipyard.  I have not seen this in C#.  I know a shipyard can build multiple ships, but I can't tell which ones necessarily go together ahead of time.
Unfortunately, it is not implemented in C# yet. Although you can try my ship/missile optimizer (http://aurora2.pentarch.org/index.php?topic=10999.0) which has a function to just do that in the ship planner tab. It can also try to design bridging hulls for you if your designs are too different to be built from the same yard.
 

Offline kenlon

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #395 on: August 19, 2020, 06:33:48 PM »
I've found that since engines are often the most expensive thing in a ship, if you build your designs around a common set of engines instead of rolling one-off designs, it makes cross-building easier.
 
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Offline Erik L

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #396 on: August 19, 2020, 06:51:39 PM »
I recommend you get AuroraMod, since it fixes things like that without having to change Windows settings.

That's all good and such, but it prohibits you from submitting bug reports. Unless you have two installs, one modded and one vanilla to replicate any issues for bug submission.

Offline kenlon

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #397 on: August 19, 2020, 10:20:18 PM »
Given that AuroraMod runs as a wrapper around Aurora, you do!
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #398 on: August 20, 2020, 08:25:14 AM »
Does anyone know the formula for how large the manufacturing sector of a population will be, or where it is documented?
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #399 on: August 20, 2020, 09:23:15 AM »
Does anyone know the formula for how large the manufacturing sector of a population will be, or where it is documented?

Agricultural is 5% * (colony cost + 1).
Service is 100% * the fourth root of the colony population (in billions), but no higher than 70%, and also no higher than whatever is left after the agricultural sector is manned.
Manufacturing is 100% minus the other two, but no lower than 0% (obviously).

Source: My own observations and reverse engineering. I've never seen a non-conforming case.

Note that these formulas lead to unintuitive situations in which adding more population to a colony can reduce the number of manufacturing workers available.
The higher the colony cost, the less population needed to reach this inflection point.
After the inflection point, adding more population will continue to reduce the number of manufacturing workers.

For colonies with colony cost >= 5.0, the number of manufacturing workers will continue decreasing as population is added past the inflection point, eventually dropping to zero.

For colonies for which ~1.7 <= colony cost < 5.0, the number of manufacturing workers will decrease as population is added past the inflection point, until the service sector maxes at 70% at ~240M pop. After that point, adding more pop will add more manufacturing workers at a constant rate (of 25% - colony cost * 5%).

For colonies with colony cost < ~1.7, there is no inflection point. Adding more population always adds more manufacturing workers, albeit at a decreasing rate of return until the service sector maxes at 70% at ~240M pop, and a constant rate thereafter (of 25% - colony cost * 5%).

Some examples:

Col Cost  Population (M)  Manu. Workers (M) 
6.0  60  9.3
6.0  70  9.49
6.0  80  9.45
6.0  179  0


Col Cost  Population (M)  Manu. Workers (M) 
5.0  90  13.7
5.0  100  13.8
5.0  110  13.7
5.0  240.1  0


Col Cost  Population (M)  Manu. Workers (M) 
4.0  90  19.37
4.0  100  19.44
4.0  110  19.36
4.0  240.1  12.01
4.0  387.1  19.36


Col Cost  Population (M)  Manu. Workers (M) 
3.0  160  26.81
3.0  170  26.84
3.0  180  26.76
3.0  240.1  24.01
3.0  268.4  26.84


Col Cost  Population (M)  Manu. Workers (M) 
2.0  200  36.25
2.0  210  36.34
2.0  220  36.33
2.0  240.1  36.02
2.0  242.25  36.34



« Last Edit: August 20, 2020, 04:35:28 PM by skoormit »
 
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Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #400 on: August 20, 2020, 05:29:54 PM »
Does anyone know the formula for how large the manufacturing sector of a population will be, or where it is documented?

Agricultural is 5% * (colony cost + 1).
Service is 100% * the fourth root of the colony population (in billions), but no higher than 70%, and also no higher than whatever is left after the agricultural sector is manned.
Manufacturing is 100% minus the other two, but no lower than 0% (obviously).

Source: My own observations and reverse engineering. I've never seen a non-conforming case.

Excellent. Let's see…

    s = max(0, 1 - .05*(c+1) - min(.7, (p/1000)¼))

then, ignoring the constraints temporarily:

    ds/dp = -0.05*c - 0.222285*p¼ + 0.95

if we set ds/dp to zero and solve for p, we discover that

    pmax = ((19 - c)/4.457)4

which will be true as long as 1.7 <= c <= 19, and p is less than 0.2401 billion. pmax will be a good number to put in that spreadsheet…

Edit: this forum doesn't really like unicode, does it?
« Last Edit: August 20, 2020, 07:15:46 PM by db48x »
 
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Offline Dutchling

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #401 on: August 21, 2020, 07:16:29 AM »
Any idea what the max agricultural sector size is? Is it just 100% at a 19cc world?
 

Offline vorpal+5

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #402 on: August 21, 2020, 07:23:15 AM »
Is it planned to have robotic defenders for alien excavations in the next version? I fail to find smth about that. I would like them back, I find sad to have no tension in excavating stuff.
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #403 on: August 21, 2020, 10:39:20 AM »

    s = max(0, 1 - .05*(c+1) - min(.7, (p/1000)¼))

then, ignoring the constraints temporarily:

    ds/dp = -0.05*c - 0.222285*p¼ + 0.95


My calculus has 25 years of rust on it, but I'm not following this.

Specifically, d/dp of (p/1000)¼) should be

1/1000¼ * 1/4 * 1/p¾ = .044457/p¾.

How do you get from there to 0.222285*p¼?
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #404 on: August 21, 2020, 10:47:53 AM »
After I woke up and reread it, I was wondering the same thing. My notes are not very clear, either. Wolfram Alpha agrees with you; ds/dp = -0.044457/p^(3/4).